Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_RewindComponent Interface Reference
Inheritance diagram for SCR_RewindComponent:
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Public Member Functions

bool HasRewindPoint ()
 
void CreateRewindPoint ()
 Create a rewind point for this session.
 
void DeleteRewindPoint ()
 Remove existing rewind point for this session.
 
void Rewind ()
 Rewind to existing rewind point of this session.
 
override void OnPostInit (IEntity owner)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout.
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point.
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Static Public Member Functions

static SCR_RewindComponent GetInstance ()
 

Protected Member Functions

void OnSaved (ESaveType type, string fileName)
 

Protected Attributes

ESaveType m_eSaveType
 
string m_sCustomName
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Member Function Documentation

◆ CreateRewindPoint()

void SCR_RewindComponent.CreateRewindPoint ( )

Create a rewind point for this session.

◆ DeleteRewindPoint()

void SCR_RewindComponent.DeleteRewindPoint ( )

Remove existing rewind point for this session.

◆ GetInstance()

static SCR_RewindComponent SCR_RewindComponent.GetInstance ( )
static
Returns
Local instance of this component

◆ HasRewindPoint()

bool SCR_RewindComponent.HasRewindPoint ( )
Returns
Check if a rewind point exists for this session.

◆ OnPostInit()

override void SCR_RewindComponent.OnPostInit ( IEntity  owner)

◆ OnSaved()

void SCR_RewindComponent.OnSaved ( ESaveType  type,
string  fileName 
)
protected

◆ Rewind()

void SCR_RewindComponent.Rewind ( )

Rewind to existing rewind point of this session.

Member Data Documentation

◆ m_eSaveType

ESaveType SCR_RewindComponent.m_eSaveType
protected

◆ m_sCustomName

string SCR_RewindComponent.m_sCustomName
protected

The documentation for this interface was generated from the following file: